﻿using UnityEngine;
using System.Collections.Generic;

namespace COC.Tools.Pathing
{
    public class PathInfo
    {
        #region field
        public int length = 0;//i.e, = 0
        public int location = 0;//i.e, = 0
        public int xPath =  0;
        public int yPath = 0;
        public Vector3 currPosition = Vector3.zero;
        public List<float[]> pathBank=new List<float[]>();
        public PathState STATE;

        

        #endregion
        public enum PathState
        {
            NONE = 0x0,//currently,have no path
            ONE = 0x1,//seached a valid path
			ERROR=0x2, //error occured when search a path.
			SAME=0x3,//If starting location and target are in the same location...
			UNWALKABLE=0x04,////notify to this target locaiton is not walkable.
            REQUEST_PATH,//do happen this if change a target and need to find path.
            REMOVE//if deattached path on request or delete from ai,then notify pathfinding's thread to recycle path and put into path pool even through that delete directly. 
        }
    }
}
